== Planned graphics features == ||= '''Feature''' =||= '''ARB^[#note1 1]^''' =||= '''GLSL^[#note2 2]^''' =||= '''Fixed function^[#note3 3]^''' =||= '''GLES 2.0^[#note4 4]^''' =||= '''Notes''' =|| |||| ||||||||= '''Model Rendering''' =|||| ||=Basic =|| done || done || done || done |||| ||=Specular map =|| planned || done || n/a || ||WIP|| ||=Self-lighting =|| planned || done || n/a || ||WIP|| ||=AO map =|| planned || done || n/a || ||Ambient occlusion; WIP|| ||=Normal map =|| planned || done || n/a || ||WIP|| ||=Parallax =|| planned || done || n/a || ||WIP|| ||=Water =|| planned || done || ? || ||Animated water texture as part of model; WIP|| ||=Waterfall =|| planned || done || n/a || ||WIP|| ||=Windy trees =|| planned || done || n/a || ||Trees that sway in the wind; WIP|| ||||||||= '''Terrain Rendering''' =|||| ||=Basic =|| done || done || done || done |||| ||=Specular map =|| planned || done || n/a || ||WIP|| ||=Normal map =|| planned || done || n/a || ||WIP|| ||=Decals =|| done || done || done || |||| ||||||||= '''Water Rendering''' =|||| ||=Basic =|| done || done || done || |||| ||=Fancy =|| planned || done || n/a || ||Reflections, refraction, waves: WIP|| ||=Super fancy =|| planned || planned || n/a || ||Shadows on surface; coastal foam; realistic coloring, depth and waves: #1572 #932|| ||||||||= '''Post-processing''' =|||| ||=Bloom =|| planned || done || n/a || ||WIP|| ||=Depth of field =|| planned || done || n/a || ||WIP|| ||=Distance fog =|| planned || done || n/a || ||WIP: #276|| ||=Fake HDR =|| planned || done || n/a || ||Brightness, contrast, saturation. WIP|| ||||||||= '''Other''' =|||| ||=GL cursors =|| done || done || done || ||WIP|| ||=Minimap =|| done || done || done || ||WIP|| ||=Overlays =|| done || planned || done || ||WIP|| ||=Particles =|| done || done || n/a || |||| ||=Shadows =|| done || done || n/a || |||| ||=Smooth LOS =|| planned || done || n/a || ||WIP|| 1. [=#note1][http://www.opengl.org/wiki/Selecting_a_Shading_Language#ARB_assembly ARB]: assembly-like shading language, more widely supported than GLSL (esp. on older hardware) 1. [=#note2][http://www.opengl.org/wiki/OpenGL_Shading_Language GLSL]: OpenGL Shading Language. Higher level, C-like language. Requires OpenGL 2.0 or newer. 1. [=#note3][http://www.opengl.org/wiki/Fixed_Function_Pipeline Fixed function] - pre-shader OpenGL API, now deprecated in favor of shaders. In 0 A.D., the fixed function pipeline will always be very basic compared to the shader rendering, and it may eventually be removed entirely. See discussion [http://www.wildfiregames.com/forum/index.php?showtopic=16734 here]. 1. [=#note4][http://www.opengl.org/wiki/OpenGL_ES OpenGL ES 2.0] - subset of OpenGL API for embedded systems, like smartphones and tablets. '''Very experimental''', likely broken support is available in 0 A.D. by compiling with the --gles flag. Used by AndroidPort.